secretly_asian Posted August 26, 2016 Share Posted August 26, 2016 (edited) Looking at the "adding a plume to an engine" guide, how do I go about editing the prefab plume to incorporate my own sounds? I'm not much of a coder and i dont know how to create/adjust the EFFECTS node to insert my own sounds. Also it'd be helpful to know how to adjust the running sounds using :FINAL for the module manager node. Edited August 27, 2016 by secretly_asian Link to comment Share on other sites More sharing options...
Nhawks17 Posted September 15, 2016 Author Share Posted September 15, 2016 Before anyone asks, this mod cannot update to 1.2 until a version of ModuleManager has been released for 1.2 so be patient (and don't go bugging sarbian about updating either). Link to comment Share on other sites More sharing options...
Kurld Posted September 18, 2016 Share Posted September 18, 2016 Is there a way to scale the slag from SRBs? I added @MODEL_MULTI_PARTICLE_PERSIST[slag] { @localPosition = 0,0,0 @fixedScale = 0.3 } to the FOR[zzRealPlume] for my part and it doesn't seem to do anything. Link to comment Share on other sites More sharing options...
Nhawks17 Posted September 18, 2016 Author Share Posted September 18, 2016 1 hour ago, Kurld said: Is there a way to scale the slag from SRBs? I added @MODEL_MULTI_PARTICLE_PERSIST[slag] { @localPosition = 0,0,0 @fixedScale = 0.3 } to the FOR[zzRealPlume] for my part and it doesn't seem to do anything. Where are you getting that MM code from? Usually for the SRB plumes it follows something similar to this @PART[partname]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0 plumePosition = 0,0,0.2 fixedScale = 0.8 energy = 1 speed = 1 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower } } With variations to which solid plume it is using. Show me your full config for the engine so I can see it all. Link to comment Share on other sites More sharing options...
Jso Posted September 19, 2016 Share Posted September 19, 2016 11 hours ago, Kurld said: Is there a way to scale the slag from SRBs? I added @MODEL_MULTI_PARTICLE_PERSIST[slag] { @localPosition = 0,0,0 @fixedScale = 0.3 } to the FOR[zzRealPlume] for my part and it doesn't seem to do anything. Trying to do some post processing? The slag effect doesn't have a fixedScale, so @fixedScale won't do anything. You could try %fixedScale but I doubt it will have an effect. FWIW, if this is for your LES, we never got the SRB plume to look good on it and ended up doing some minor surgery combining the Kerolox-Vernier plume with some srb smoke. Then making three copies of that so each thrust vector could be adjusted independently. Link Link to comment Share on other sites More sharing options...
Kurld Posted September 21, 2016 Share Posted September 21, 2016 On 9/19/2016 at 4:25 AM, Jso said: Trying to do some post processing? The slag effect doesn't have a fixedScale, so @fixedScale won't do anything. You could try %fixedScale but I doubt it will have an effect. FWIW, if this is for your LES, we never got the SRB plume to look good on it and ended up doing some minor surgery combining the Kerolox-Vernier plume with some srb smoke. Then making three copies of that so each thrust vector could be adjusted independently. Link Yeah, it's for the LES. I wasn't super happy with what I came up with, any more than what I had already. Part of it, I'm sure is I've never used RealPlume before now. But also, I think the way smoke is rendered in this game or in the Unity engine (not sure who is the culprit) will never really look good. I'd almost rather have no smoke, or smoke that dissipates very quickly. But I'll take a look at what y'all came up with for sure. On 9/18/2016 at 6:42 PM, Nhawks17 said: Where are you getting that MM code from? Usually for the SRB plumes it follows something similar to this @PART[partname]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0 plumePosition = 0,0,0.2 fixedScale = 0.8 energy = 1 speed = 1 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower } } With variations to which solid plume it is using. Show me your full config for the engine so I can see it all. IIRC I derived that code from an example on the RealPlume wiki or whatever. Here is the full config: @PART[pkLES_Escape2]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Lower //pre-fabbed plume you want transformName = firePoint //which transform to attach the plume localRotation = 0,0,0 //Optional - Any rotation needed localPosition = 0,0,0 //Any offset needed fixedScale = 0.3 //Size adjustment to resize to engine energy = 1 //Adjust length of plume speed = 0.7 //Adjust speed to fit resize, generally close to 1:1 with scale. } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower } } @PART[pkLES_Escape2]:FOR[zzRealPlume] { @EFFECTS { @Solid-Lower { @MODEL_MULTI_PARTICLE_PERSIST[plume] { @localPosition = 0,0,0 @fixedScale = 0.7 } @MODEL_MULTI_PARTICLE_PERSIST[smoke] { @localPosition = 0,0,0 @fixedScale = 5.0 } @MODEL_MULTI_PARTICLE_PERSIST[slag] { @localPosition = 0,0,0 @fixedScale = 0.1 } } } } Link to comment Share on other sites More sharing options...
Nhawks17 Posted September 22, 2016 Author Share Posted September 22, 2016 3 hours ago, Kurld said: Yeah, it's for the LES. I wasn't super happy with what I came up with, any more than what I had already. Part of it, I'm sure is I've never used RealPlume before now. But also, I think the way smoke is rendered in this game or in the Unity engine (not sure who is the culprit) will never really look good. I'd almost rather have no smoke, or smoke that dissipates very quickly. But I'll take a look at what y'all came up with for sure. IIRC I derived that code from an example on the RealPlume wiki or whatever. Here is the full config: @PART[pkLES_Escape2]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Solid-Lower //pre-fabbed plume you want transformName = firePoint //which transform to attach the plume localRotation = 0,0,0 //Optional - Any rotation needed localPosition = 0,0,0 //Any offset needed fixedScale = 0.3 //Size adjustment to resize to engine energy = 1 //Adjust length of plume speed = 0.7 //Adjust speed to fit resize, generally close to 1:1 with scale. } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower } } @PART[pkLES_Escape2]:FOR[zzRealPlume] { @EFFECTS { @Solid-Lower { @MODEL_MULTI_PARTICLE_PERSIST[plume] { @localPosition = 0,0,0 @fixedScale = 0.7 } @MODEL_MULTI_PARTICLE_PERSIST[smoke] { @localPosition = 0,0,0 @fixedScale = 5.0 } @MODEL_MULTI_PARTICLE_PERSIST[slag] { @localPosition = 0,0,0 @fixedScale = 0.1 } } } } Oh okay, the @MODEL_MULTI_PARTICLE_PERSIST[slag] part was confusing me as I didn't know what that was. But if I'm remembering correctly the slag scale is scales with the change in the fixedScale node for the whole plume. Link to comment Share on other sites More sharing options...
Kurld Posted September 22, 2016 Share Posted September 22, 2016 10 hours ago, Nhawks17 said: Oh okay, the @MODEL_MULTI_PARTICLE_PERSIST[slag] part was confusing me as I didn't know what that was. But if I'm remembering correctly the slag scale is scales with the change in the fixedScale node for the whole plume. It doesn't seem to. I scaled the plume way down and the slag was still the same. The smoke effects are still so odd looking I don't see any reason to not just stick with stock. I haven't had a chance to look at what @Jso and company came up with for the BDB LES yet, though. Link to comment Share on other sites More sharing options...
Jso Posted September 22, 2016 Share Posted September 22, 2016 17 minutes ago, Kurld said: It doesn't seem to. I scaled the plume way down and the slag was still the same. The smoke effects are still so odd looking I don't see any reason to not just stick with stock. I haven't had a chance to look at what @Jso and company came up with for the BDB LES yet, though. I was going out of my way to make things smokey. You could try the Solid-Sepmotor plume, that might be scaled a little more appropriately. Or just stick with stock. It really doesn't look bad at all on your parts if you don't want the smoke. Link to comment Share on other sites More sharing options...
Kurld Posted September 22, 2016 Share Posted September 22, 2016 I do like the way smoke looks when you zoom in close. Zoom out and it just looks wrong a lot of the time. The particles just do weird things that usually never line up with the plume once you get moving much. I'm interested to see what you did because the real-world LES put out lots and lots of smoke! Link to comment Share on other sites More sharing options...
the_machemer Posted September 23, 2016 Share Posted September 23, 2016 Is it just me or do the the Smokescreen effects not appear/get dialed back when used with this mod? My rockets don't leave a smoke trail behind them and if I fire the engines on the launch pad I don't generate a huge cloud of smoke. Thanks Link to comment Share on other sites More sharing options...
Nhawks17 Posted September 24, 2016 Author Share Posted September 24, 2016 5 hours ago, the_machemer said: Is it just me or do the the Smokescreen effects not appear/get dialed back when used with this mod? My rockets don't leave a smoke trail behind them and if I fire the engines on the launch pad I don't generate a huge cloud of smoke. Thanks Change the particle limit to a higher number in the SmokeScreen settings. Link to comment Share on other sites More sharing options...
Derwan121 Posted October 1, 2016 Share Posted October 1, 2016 (edited) I installed this, and then uninstalled it, but now my engine effects are messed up in every game. they don't look like a flame, but more like a bunch of small balls coming out of the engine. they also turn like a giant lever when my ship turns. example: http://imgur.com/a/mA771 I tried reinstalling the mod, but that did nothing. is there any way to restore the original effects at least? Edited October 1, 2016 by Derwan121 Link to comment Share on other sites More sharing options...
the_machemer Posted October 1, 2016 Share Posted October 1, 2016 On 9/23/2016 at 7:25 PM, Nhawks17 said: Change the particle limit to a higher number in the SmokeScreen settings. It was originally set to 1000 which was apparently adequate. I raised it to 10000 and it didn't actually make a difference in the number of active particles and there was still no smoke. There is smoke coming from engines not touched by RealPlume, such as the Weasley and Goliath jet engines. I tried reinstalling both this mod and Smoke Screen by itself but to no avail. Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 2, 2016 Author Share Posted October 2, 2016 On 10/1/2016 at 10:03 AM, Derwan121 said: I installed this, and then uninstalled it, but now my engine effects are messed up in every game. they don't look like a flame, but more like a bunch of small balls coming out of the engine. they also turn like a giant lever when my ship turns. example: http://imgur.com/a/mA771 I tried reinstalling the mod, but that did nothing. is there any way to restore the original effects at least? Make sure you uninstall SmokeScreen as well 21 hours ago, the_machemer said: It was originally set to 1000 which was apparently adequate. I raised it to 10000 and it didn't actually make a difference in the number of active particles and there was still no smoke. There is smoke coming from engines not touched by RealPlume, such as the Weasley and Goliath jet engines. I tried reinstalling both this mod and Smoke Screen by itself but to no avail. Would you mind posting some pictures Link to comment Share on other sites More sharing options...
Thachyo Posted October 8, 2016 Share Posted October 8, 2016 Is there any way to restore the original plume effects when uninstalling this mod? I did so, and it still says "plume configured by real plume" at the end of all engines. and when I try them, they have neither sound nor effect. Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 8, 2016 Author Share Posted October 8, 2016 7 hours ago, Thachyo said: Is there any way to restore the original plume effects when uninstalling this mod? I did so, and it still says "plume configured by real plume" at the end of all engines. and when I try them, they have neither sound nor effect. See the post above yours Link to comment Share on other sites More sharing options...
Thachyo Posted October 9, 2016 Share Posted October 9, 2016 18 hours ago, Nhawks17 said: See the post above yours I already did, and I made sure to uninstall smokescreen, but now all engine effects and sounds are gone. and, as I already said, it still says "plume configured by real plume" at the end of the decriptions of the affected engines. Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 10, 2016 Author Share Posted October 10, 2016 14 hours ago, Thachyo said: I already did, and I made sure to uninstall smokescreen, but now all engine effects and sounds are gone. and, as I already said, it still says "plume configured by real plume" at the end of the decriptions of the affected engines. Can you show me a picture of your gamedata and post your KSP.log as well as your output_log.txt Link to comment Share on other sites More sharing options...
Thachyo Posted October 10, 2016 Share Posted October 10, 2016 12 hours ago, Nhawks17 said: Can you show me a picture of your gamedata and post your KSP.log as well as your output_log.txt can do. gamedata: http://imgur.com/a/QrDql The logs are too large for pastebin, but I have them on dropbox https://www.dropbox.com/s/f7zyvk7fyb1hz2d/Logs.zip?dl=0 Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 10, 2016 Author Share Posted October 10, 2016 3 hours ago, Thachyo said: can do. gamedata: http://imgur.com/a/QrDql The logs are too large for pastebin, but I have them on dropbox https://www.dropbox.com/s/f7zyvk7fyb1hz2d/Logs.zip?dl=0 Uhhh it seems the realplume files were put into whatever the "zeppedi zoo" mod folder. Go into that and delete all things relating to RealPlume Link to comment Share on other sites More sharing options...
Thachyo Posted October 10, 2016 Share Posted October 10, 2016 (edited) 2 hours ago, Nhawks17 said: Uhhh it seems the realplume files were put into whatever the "zeppedi zoo" mod folder. Go into that and delete all things relating to RealPlume oh, so mods actually load from subfolders? that was supposed to be a quick 'n' dirty holding area, damn. Edited October 10, 2016 by Thachyo Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 10, 2016 Author Share Posted October 10, 2016 2 hours ago, Thachyo said: oh, so mods actually load from subfolders? that was supposed to be a quick 'n' dirty holding area, damn. Specific ones can. In this case, the configs use ModuleManager which can read from any folder and thats why you were getting the plume notification at the end of the engines but the effects for the engines were not in the right spot. Link to comment Share on other sites More sharing options...
BananaTime101 Posted October 11, 2016 Share Posted October 11, 2016 @Nhawks17 Not trying to bother or anything, but since 1.2 releases very very soon, will we be expecting an update soon? Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 11, 2016 Author Share Posted October 11, 2016 2 hours ago, BananaTime101 said: @Nhawks17 Not trying to bother or anything, but since 1.2 releases very very soon, will we be expecting an update soon? I'll have an update out within 12 hours of the 1.2 release Link to comment Share on other sites More sharing options...
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